ABOUT ME

-

Today
-
Yesterday
-
Total
-
  • Bubblegum Crisis Rpg Pdf Free
    카테고리 없음 2020. 2. 14. 05:40

    Megatokyo 2033 - Knight Sabers and the AD Police battle the Boomers from Genom Corp. Using the Fuzion system, this RPG immerses players in the popular anime video series Bubblegum Crisis.The game has a useful way for GMs to design and structure each Adventure. Following the anime makers style, adventures are called Episodes and require various Beats set up on a Beat Chart.

    The Beats are: the Hook, the Development, the Cliffhanger, the Climax and the Resolution. At a minimum, the GM must have a Hook, a Climax and a Resolution (each once only), but can use Developments and Cliffhangers as they like.

    Cliffhangers are action scenes; car chases, battles, dogfights and so on. Developments are non-action scenes that move the story along; clues, conversations, character development.

    Following this Beat Chart method allows GMs to scratch up an adventure very quickly, and re-use Cliffhangers or modify Hooks from lots of source material.

    A sourcebook for HERO System 4th edition. When this came outIce Crown Enterprises and HERO Games had a joint distribution deal. As a resultthis uses the same setting and backdrop as CyberSpace.It's an odd switch. CyberSpace has a denseand gritty aesthetic, reflected in the graphic design and tone. Cyber HERO just doesn't. It sticks withthe Champions house style with sunnyand open pages. Here you get a compressed version of the setting with the mostcorroded chrome scraped away.

    The supplement focuses on disappointing rules fornetrunning and hacking. The end goal is to add that to the HERO toolbox. Lots ofpoints, builds and lists. Cyberpunk 2020 brought the feel and character of Gibson and company'sliterary movement to the gaming table, but kept their own focus and feel. The originalgame aimed to be dark and a little nihilistic, emphasizing how decay had led tostyle over substance and everyday violence.

    Technology helped and dehumanized- aconsequences of daily life. Over time some of the cautionary and critical natureof cyberpunk got filed away. That left flash, techno-fetishism, gun-love, and anemphasis on super-slick, high powered violence and weaponry. That was the natureof an evolving genre and a game line moving to answer its audience's desires (moreguns, more cyber mods, etc). Cybergeneration asan rpg is an explicit response to that. It reboots the C yberpunk setting in a direction which many players and GMs did not like.Instead of the lethal, modded up, cybercycle-riding mercenaries, you had youths,torn out of their element, given strange talents and forced into crusade againstthe powers that be. Cybergeneration emphasizeshope and standing up against nihilism and corporatism.

    It points out the flaws andproblems of 'dark games' and tries to provide an antidote. It feels likethe design of someone who met their actual buying audience and didn't like themvery much.

    The players take the role of youths infected with a nano-virusgiving them these remarkable powers. They use these to fight against both the corruptionof the corporations and the jaded hopelessness of Edgerunners and their ilk. Asthe back cover blurb says, 'My Parents Became Cyberpunks and All They leftme Was This Dark Future.' Imagine a more political version of the X-Men (like an X-Men 2099) or near future version of Local. It uses CP's base system but adds interesting abilities- withsome hitches. The Lifepaths in here are even more insane and you have to choosewhich themed street gang you belonged to. Talsorian supported the line lightlywith the “Documents of the Revolution series.” Some of the Cyberpunk modules couldbe adapted as well.

    In 1995 they released a second edition of the corebook- expandedby about 20%. In 2004 Firestorm Ink released a couple of supplements, includingone ( Generation Gap) to mix old and newPCs. However they no longer have the license. An obscure one, I could only find RPGGeek's user summary, whichI'll quote in full, 'One of five different minimalist RPG games using threestats: MIND, BODY and SPIRIT.

    Bubblegum Crisis Rpg Pdf Free

    Each game gives rules for a different genre and includesa short rulebook, an even shorter adventure book and a folded 8.5' x 11'containing charts, tables and a blank, square grid. Each game has '666th Edition'printed on the cover. The creators of these games only identify themselves as 'WHA.T.HE.LLPROD.' And 'Pantherine Writers' Group' of Kansas City, MO. ' CYBERJUNK'is designed for playing in the Cyberpunk genre.

    It includes a 34-page rulebook anda 10-page adventure ('THE PACKAGE').' The RPG's tangentially cyberpunk in that it heavily featuresVR, hence the subtitle 'Virtual Reality Role Playing Game.' It comes fromLeading Edge games, known for insanely crunchy games from the same period- Living Steel and Phoenix Command. In this same period they also licensed Aliens,Bram Stoker's Dracula, and Army of Darkness for games. The Lawnmower Man RPG has a world where CyberJobe(tm) has taken otherthe net to start a war for virtual reality and control of the global network. Playerscan take the fight to Jobe, though apparently there's only a 10% chance in charactercreation that you'll be able to use VR.

    NeoTech liberally borrowsthe Cyberpunk 2020 post-crash dystopia, but with a powerful European Unionas the major power following the fall of the US and USSR. The original game camein a boxed set and the publisher supported it with several supplements though '95at least, including the obligatory Japan sourcebook. A revised edition, NeoTech 2, released in 1999. Products fromthe first worked with it after some modification.

    Bubblegum Crisis Characters

    That edition received a handfulof supplements. The RPG Geek page mentions fan attempts to publish a third edition(having not learned a lesson from Cyberpunk2020). There's a ' page for it, but I can't tell from thatthey’re offering pdfs of the older material or something else. R Talsorian only licensed two publishers for Cyberpunk afaik. Atlus produced several modules;Ianus did the same but created a distinct feel and approach for them. Their Night's Edge sourcebook sets out ideas theywould further develop with later releases ( Grimm'sCybertales, the Necrology trilogy).They developed an 'alternate reality' for Cyberpunk which added horror and supernatural elements. It unofficiallymashes that up with White Wolf’s Vampireand Werewolf.

    Unfortunately while Ianushad striking and smart graphic design for their other covers, this one went straightto improbable undead boobies. The volume’s split into several connected mini-sourcebooks.These cover vampire hunters, vampire PCs, vampires in Cyberpunk's world,psychic powers, werewolves, and three sample adventures. One of those is an introductory'Choose Your Own Adventure' where you play a vampire netrunner. The undeadecho VtM, with a weakness to fire, various mental powers, and groups called covens(aka coteries). Overall Night’s Edge hasa lot of mechanics.

    Bubblegum Crisis 2033

    If you're looking for ideas on how to bring the supernaturalinto a cyberpunk game you'll have to get through that. Regardless it stands outfor the new directions it embraces. The 90's brought a wave of 'mature reader' games. FromVampire to HOL to Kult to SLA Industries; there you can see echoes of Clive Barker, Steve Bissette,and mid-period Alan Moore. SLA Industriesin particular had the most rabid fans I knew; they delighted in the ultra-violence,over-the-top parody, nihilism, and grimdark humor.

    The back cover blurb opensup the rabbit hole of this rpg: 'Operative, Employee, Contract Killer, Mecanthrope,Ebon, Biogenetic, Corporate. These are the lifestyles available to you when youenter SLA Industries' World of Progress.' The titular SLA Industries is a massive, all controlling corporation,managed by the supernatural Mr.

    It takes place on that company’s 'mainindustrial world' Mort, which is in space.I think. There's a lot ofmaterial to get through and it lost me in places. The game opens with an explanationof role-playing is, but it takes a long time to tell you what you'll actually bedoing. Instead you'll hear about how the 'rain pours constantly like tearsfrom a sorrowful god' and that 'the barriers between pleasure and painare very thin' here. Angels, aliens, biogenics, torture industries, undead, and soon.

    You have to get through 30+ pages before reaching the most minor statement ofwhat you actually do at the table. You'll be freelance operatives working for thismassive and hideously corrupt corporation. Luckily you get two dozen pages givingyou the full backstory on that.

    After that you finally you hit the system, presentedin a strange order and filled with minutia. They character creation filled withskills, races, powers, and weapons. This is cyberpunk by way of early Warhammer 40K without the charming goofiness or maker aesthetic ofthe latter. It's detail and mechanics heavy, with all the combat crunch playerswant. You have hacking, cybernetics, monstrous bodies, alien races, and more. Itreally isn't my bag, I freely admit that. SLA literally gave me a headachegoing through it.

    But I have to acknowledge the enthusiasm it generated in some.The rpg has gone through a strange and varied publishing history. At one point WotCbought and distributed it. Currently Nightfall Games has theSLA license back and has put out several pdf-only products for it.

    A Japanese rpg Andy Kitkowski describes as, '(a) real anime-inspireddistinctly Japanese take on the cyberpunk genre.' It takes place in the titularcity, after a polar shift called 'The Hazards' brings about a tech-dystopianfuture via a new Ice Age. That metroplex, located in modern Dejima, is the onlyone non-Japanese can enter. A archived forum post I found sums it up, 'Youcan play lots of things in this setting, like a Vasara who has magical abilitiesa Katana who can slice a mecha in half, or a mutant who lives on the outskirts ofsociety yet possesses amazing powers. Or all three, as the system lets you pick(up to) three different 'styles' to fill out your character.' To many, myself included, Underground looks like the rpg version the Marshall Law comic: from premise to art design.

    Yet in a recent overviewwhich includes Ray Winninger’s insights, he never mentions it. Instead he citesthe desire to create a political rpg, with superheroes as the skin.

    So the truth'smixed- and maybe Underground's unfairlylabeled. Even if it isn't a direct inspiration, Marshal Law serves as a touchstonefor an incredible game. In some ways, Underground's closer to Gibson's vision ofthe world from Neuromancer than Cyberpunk. Instead of fetishishing tech,chrome, and guns, this game offers a compelling dystopian world painted in brightcolors.

    It is simultaneously truly funny and truly eff'd up. There's much to like here. The art's striking and consistent-from a Geoff Darrow cover and interior bits to stuff that looks like Charles Burnsdoing superhero propaganda. Everything deserves a second look. Underground has a simple system, with strikingconcepts- especially the way they handle scale and time. The powers section sellsthe tone of the game.

    Yes, you can have cool powers but they will wear you downand saddle you with fairly horrible limitation. Make no mistake, Underground's a dark comedy of horrificallypowerful beings hobbled by those powers and a society which doesn't know what todo with them. I don't know if I could run a campaign this dark.

    It feels like PaulVerhoeven at his most satirical. You should read the rules for the political andcultural commentary. Where other satirical games devolve into stupidity (HōL) sustainsitself pretty smartly. There’s a striking contrast between the kitchen sink “edgy”approach of SLA Industries and thiscoherent & smart satire.

    Pdf

    Underground’s alsoa strikingly well-produced rpg, taking what Mayfair had learned from DC Heroes and advancing several steps. Textdesign and iconography make this stand out from every other game. 's an ambitious project, designedto be expanded by later supplements. Undergroundsupplied a mix of books and box sets designed to appeal to gamers who lovedcool stuff. After the line ceased active production you could find cheap bundledsets cheaply for many years. I bought a full set which vape'd in the house fire.These days Underground’s harder to find, but I managed to track down a used copyof the core book.

    For some interesting discussion of it and ideas on how to adaptit, see. I'd forgotten this release for Amazing Engine. By the time itreleased, AM had already become a clear underperformer at the shop and I don't thinkwe even carried it. That's too bad- Kromosomecomes from gaming workhorse Wolfgang Bauer and has a striking early Brom cover.It also has sharp interior illustrations that remind me a little of Bill Sienkiewicz.Those are undercut a little by the horrific clip-art Amazing Engine headers which eat the top two inches of every page. Kromosome opens with the integrated AE rules,rather than the separate booklets of earlier volumes.

    These draw examples from acrossthe sourcebooks. I'd forgotten AmazingEngine includes rules for moving your characters across the different universes. 'Everything is subject to the invisible hand of capitaland everyone has his or her price. Life is not sacred: it is something that canbe studied, dissected, and rearranged at the genetic level. People are collectionsof genetic messages, and for the first time humans have the power to rewrite them.The rich tolerate the masses as sources of genetic diversity and as experimentalsubjects. Rumors claim that some powerful special interest groups encourage pollutionand mutations, hoping for new genes that the wealthy can engineer into their ownbodies.'

    Though Kromosome doesn'texplicitly address it, there's some problematic stuff here. Eugenics and biologicaldeterminism have been dangerous forces used to repress and decimate marginalizedgroups. Racial, ablest, and gender discrimination arguments build on this.

    Bubblegum Crisis Rpg Pdf Free

    That'swhy some of Kromosome’s ideas and terminologybug me. If you come from a particular ethnic group, you may gain a free genemodbased on that group (like Brain-jacks for Euros, Melaskin or Endorphin Control forAfricans). Yeah, not so sure about that. Characters can also declare themselvesloyal to no ethnic group, becoming 'mongrels.' In Cyberworld playerschoose a role, with Power Armor Pilot and Power Armor Tech added to the defaultroster set by Cyberpunk 2020. Characters have stats and skills (1-10) andresolution borrows from Mind's Eye Theatre's 'Rock-Paper-Scissors' approach.An RPGNet review says, 'Too much record keeping for the larpers and not enoughsystem for the sit down crowd.' It seems to simply copy Cyberpunk 2020, adding little original settingconcepts.

    Except of course the part where a new US President sparks off the dystopianfuture by building a wall between the US and Mexico. More hypocrisy from me. Last list I said I'd leave out some tangentialreleases which hinted at cyberpunk elements but couldn't really be called cyberpunk.I mentioned Mage the Ascension in particular.And it’s true; I don't think Mage fallsinto this category. But it does have some cyberpunk-ish sourcebooks like the VirtualAdepts splat book and Digital Web. This sourcebook defines VR as another world withdifferent rules and expectations.

    Rather than a place for simple runs and operations,Digital Web offers a complete settingfor existence. It embraces immersion and takes more hits from Snow Crash's pipe than Neuromancer. If you want to have a fully fleshed online world the characterscan interact with, Digital Web has youcovered. You have factions, zones, self-built areas, hubs, secondary realities (laSword Art or Horizon Log). While all of this is built around the paradigmof mages and magick, you can easily discard that. Just replace any mechanics withprograms, bots, purchased add-ons, or new feature packages.

    Or just skip all thosemechanics and buy into the fiction. DigitalWeb's a rich source of ideas- and the revised edition, Digital Web 2.0 is even stronger. Maybe first thing you'll notice about Khaotic is that you play members of the International Society ofEnlightened Scientists aka ISES. The next might be how difficult it can beto grasp what you're actually doing in play. Khaotic splits into two parts. On the one hand, you're agents and militaryoperatives fighting against an alien incursion in 2030. The monstrous foes comethrough gates striking at isolated settlements and areas.

    Though it doesn't haverobust organizational support, this part reminds me a little of X-Com. Sometimes I look at an rpg cover and think, 'awww, honey.no.'

    More than some of these games, Marauder 2107shows its age. The artwork reflects a fascination with Appleseed and Bubblegum Crisis.There's a page at the start detailing the systems used to create this, part of the'desktop publishing phenomenon which has taken the world by storm.'

    MaelstromHobby used an Apple Macintosh LCII and a Quadra 800 with MS Word and Aldus Pagemaker.In case you wanted to know. There are thank you’s to various rec.dot communitiesin the forward (like rec.games.frp.misc). The game's fairly crunchy, putting most of that into charactercreation. It has just a few stats, but massive space on the character sheet to recordall the Cybernetics, Equipment and Skills you're going to have.

    It's a point-basedgame, so you can trick out your character as you wish. The game has 89 skills,less than Khaotic.

    There's a 'strikeassessment chart' on you character sheet in what looks to be 4pt font, maybesmaller. Everything centers around combat, with cyberstuff used to make that coolerand more dangerous. It lacks netrunning, but has mecha. A Danish Universal rpg. According to RPG Geek the designers aimedit for use with convention scenarios.

    I iunclude it because of the seperate game-worldspresented in the book. The 126-page core includes setting material for a cyberpunkas well as scenarios. It uses multiple dice combined with a point-buy system. ViaPrudensiae also used a tick-based initiative system (like Exalted 2eor Feng Shui). The combat system takes up about a third of the book, suggestingserious crunch. If your ead Danish you can check out the back cover which likelyhas more info.

    On the other hand, if you know rpgs and Danish you probably knowthis game.

Designed by Tistory.